Vae on 10/11/2013 at 22:03
I think it would be wise, to maximize the opportunity with the application of high practical standards...considering that we're doing this project one time and the results will be fixed, with an ever-expanding availability of memory in the future.
LarryG on 10/11/2013 at 22:29
Personally, I would argue in favor of saving the highest resolution versions we have, and then give instructions for those on lower powered machines how to re-size them using Irfanview and adjust the material files.
skacky on 10/11/2013 at 22:38
Or we could provide two packs, high resolution and ultra high resolution.
Necrobob on 11/11/2013 at 03:39
Another issue is consistency. Wouldn't it a bit look off if a door such as that one is 1024*2048 while a big set piece such as the cathedral entrance is 'only' 1024*1024? It's much easier to get high resolution sources on small surfaces, yet it is the big ones that actually
need the high resolution the most. The Catch 22 of texturing... :sweat:
But I've tried to remedy this particular case a bit by going into try hard mode and making a cathedral entrance that
might just hold up to scrutiny at 2048*2048.
(
http://s64.photobucket.com/user/DasMustardman/media/Temple/cdoorbb_zps4d795d59.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Temple/th_cdoorbb_zps4d795d59.png(Thumbnail. Clicky clicky.)
Doorwy2 is much harder since it doesn't have any cracks to obscure the low resolution of some of the photo sources. Then again, it might not be quite as necessary; where is doorwy2 used?
Purgator on 11/11/2013 at 09:38
Doorwy2 is featured in The Haunted Cathedral. When you drop that drawbridge with a well aimed arrow, there's a stable to your left as you cross. Just above that there's a door that leads to an old building populated by Hammer Haunts.
This is where you find The Serpentyle Torc.
Have a "looky-loo" on the hallways back wall.:::cheeky:
Nameless Voice on 13/11/2013 at 17:13
Inline Image:
http://i.imgur.com/tYTC6Gp.jpgThe original photograph is of the door and its surroundings, and it was fine to use the LGS texture on a door because it was so low-res.
With this ultra-high fidelity version of the texture you can clearly see the outline and hinges of the actual door in the picture, making it look like this is a door with a smaller door set into it.
I think we need to go over it and edit out the hinges and maybe clean up the seams around the door itself, so that it looks more like a panel set into the door, rather than an actual smaller door as it is in reality.
Yandros on 14/11/2013 at 15:44
Looks great to me!
Wille on 14/11/2013 at 17:31
dungeon\grid
terrain_scale 64
Inline Image:
http://i40.tinypic.com/2z811te.pngHighlights are a bit messy. Anything else to improve?
EDIT:
dungeon\bars
terrain_scale 64
Inline Image:
http://i41.tinypic.com/30utf9v.pngReplicating color compression effects in hires with all colors is an interesting challenge. Retaining that classic gritty look is difficult but rewarding :).